Selectable objects like buttons have a “Navigation” property. If you know how to fix it, or have something better we could use instead, please let us know:You've told us there is information missing from this page. I am able to call the OnPointAway() method successfully from the controlling script attached to the Canvas GO, but I don;t know what to write in the method:New comments cannot be posted and votes cannot be castNews, Help, Resources, and Conversation. Submission failed. I am not using the Event system. How do I "deselect" the button, or manually change its state via script? I have a custom script on each button and a "controller" script on the canvas.

So I can now call a method if no buttons in the Canvas are being focused, but what do I actually write to "turn off" the Select() method called on the button that was last in focus?This is the code that is attached to each button. IsActive: Returns true if the GameObject and the Component are active. If you’ve focused on mouse/touch interface when building your UI, good news: if it’s a grid-ish format, it probably works the way you’d expect.

How do I "deselect" the button, or manually change its state via script?I am not using the Event system. By using our Services or clicking I agree, you agree to our use of cookies. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers. I have a UI button called 'btn', and when a raycast is detected over that button I change the buttons highlight color like so: btn.Select() The problem is when I move the pointer away (this is a VR application) the button state is maintained. I have a UI button called 'btn', and when a raycast is detected over that button I change the buttons highlight color like so:The problem is when I move the pointer away (this is a VR application) the button state is maintained. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers. I just need to set the button state back to "normal" if that makes any sense.Store the 'Selectable' currently being hit by the ray (or null if it is not hitting a Selectable).Each time you assign to this variable, check if the 'new' Selectable you are assigning to it is different from the old Selectable that was already assigned. Thank you for helping us improve the quality of Unity Documentation. Please tell us what's wrong:You've told us this page has a problem. ... Set selection and transition to appropriate state. Please give it a rating:Thanks for letting us know!

If this is true, and the old value was not null, then inform the old Selectable that it is no longer being focused, and, if the new Selectable is not null, inform it that it is now focused.OK so I have it to the point where I can determine which button is currently "in focus", but I'm struggling with how to "undo" the Select() method. And thank you for taking the time to help us improve the quality of Unity … For some reason your suggested change could not be submitted.

Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.For some reason your suggested change could not be submitted. Please try again in a few minutes. This page has been marked for review based on your feedback.You've told us this page needs code samples. Unity is the ultimate game development platform. Please tell us more about what's wrong:Thanks for helping to make the Unity documentation better! If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:You've told us there are code samples on this page which don't work. In this chapter, we will earn how to insert UI elements into our scene and go about working with them. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:You've told us there is a spelling or grammar error on this page. Press question mark to learn the rest of the keyboard shortcutsCookies help us deliver our Services. That’s thanks to… The Navigation Property. Please try again in a few minutes.

A User Showcase of the Unity Game Engine.Press J to jump to the feed. And thank you for taking the time to help us improve the quality of Unity Documentation.A standard button that can be clicked in order to trigger an event.Did you find this page useful? Thank you for helping us improve the quality of Unity Documentation. Select: Selects this Selectable. Unity is the ultimate game development platform. Please tell us more about what's missing:You've told us there is incorrect information on this page. ... Use to enable or disable the ability to select a selectable UI element (for example, a Button). Unity UI navigation is pretty smart, and got me most of the way there. If you know what we should change to make it correct, please tell us:You've told us this page has unclear or confusing information. Let us start off with a Button.To insert a button, right click in the Scene Hierarchy and go to Create → UI → Button.If you do not have an existing Canvas and an EventSystem, Unity will automatically create one for you, and place the button inside the Canvas as well.